Fix #21224, "FBX export has object translation issues".
Reversed the order of all matrix multiplications to confirm to API change.
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@ -545,10 +545,10 @@ def write(filename, batch_objects = None, \
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#arm_mat = self.fbxArm.parRelMatrix()
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if not self.parent:
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#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
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return mtx4_z90 * self.getPoseMatrix(frame)
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return self.getPoseMatrix(frame) * mtx4_z90
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else:
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#return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
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return (mtx4_z90 * (self.getPoseMatrix(frame))) * (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert()
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return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90)
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# we need thes because cameras and lights modified rotations
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def getAnimParRelMatrixRot(self, frame):
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@ -565,14 +565,14 @@ def write(filename, batch_objects = None, \
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self.blenObject = ob
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self.fbxGroupNames = []
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self.fbxParent = None # set later on IF the parent is in the selection.
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if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX
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else: self.matrixWorld = ob.matrix * GLOBAL_MATRIX
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if matrixWorld: self.matrixWorld = GLOBAL_MATRIX * matrixWorld
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else: self.matrixWorld = GLOBAL_MATRIX * ob.matrix
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# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
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self.__anim_poselist = {} # we should only access this
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def parRelMatrix(self):
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if self.fbxParent:
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return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert()
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return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
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else:
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return self.matrixWorld
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@ -583,24 +583,24 @@ def write(filename, batch_objects = None, \
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def getAnimParRelMatrix(self, frame):
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if self.fbxParent:
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#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
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return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert()
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return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
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else:
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return self.__anim_poselist[frame] * GLOBAL_MATRIX
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return GLOBAL_MATRIX * self.__anim_poselist[frame]
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def getAnimParRelMatrixRot(self, frame):
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type = self.blenObject.type
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if self.fbxParent:
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matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotation_part()
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matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
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else:
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matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotation_part()
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matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
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# Lamps need to be rotated
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if type =='LAMP':
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matrix_rot = mtx_x90 * matrix_rot
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matrix_rot = matrix_rot * mtx_x90
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elif type =='CAMERA':
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# elif ob and type =='Camera':
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y = Mathutils.Vector(0,1,0) * matrix_rot
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matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y)
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y = matrix_rot * Mathutils.Vector(0,1,0)
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matrix_rot = Mathutils.RotationMatrix(math.pi/2, 3, y) * matrix_rot
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return matrix_rot
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@ -666,15 +666,15 @@ def write(filename, batch_objects = None, \
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# we know we have a matrix
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# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
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matrix = mtx4_z90 * ob.matrix_local # dont apply armature matrix anymore
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matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
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# matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
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parent = ob.parent
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if parent:
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#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
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par_matrix = mtx4_z90 * parent.matrix_local # dont apply armature matrix anymore
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par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
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# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
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matrix = matrix * par_matrix.copy().invert()
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matrix = par_matrix.copy().invert() * matrix
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matrix_rot = matrix.rotation_part()
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@ -698,11 +698,11 @@ def write(filename, batch_objects = None, \
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matrix_rot = matrix.rotation_part()
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# Lamps need to be rotated
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if ob and ob.type =='Lamp':
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matrix_rot = mtx_x90 * matrix_rot
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matrix_rot = matrix_rot * mtx_x90
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rot = tuple(matrix_rot.to_euler())
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elif ob and ob.type =='Camera':
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y = Mathutils.Vector(0,1,0) * matrix_rot
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matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y)
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y = matrix_rot * Mathutils.Vector(0,1,0)
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matrix_rot = Mathutils.RotationMatrix(math.pi/2, 3, y) * matrix_rot
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rot = tuple(matrix_rot.to_euler())
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else:
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rot = tuple(matrix_rot.to_euler())
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@ -1087,8 +1087,8 @@ def write(filename, batch_objects = None, \
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file.write('\n\t\tTypeFlags: "Camera"')
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file.write('\n\t\tGeometryVersion: 124')
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file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
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file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,1,0) * matrix_rot) )
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file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,0,-1)*matrix_rot) )
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file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(matrix_rot * Mathutils.Vector(0,1,0)) )
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file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(matrix_rot * Mathutils.Vector(0,0,-1)) )
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#file.write('\n\t\tUp: 0,0,0' )
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#file.write('\n\t\tLookAt: 0,0,0' )
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@ -1485,10 +1485,10 @@ def write(filename, batch_objects = None, \
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if my_mesh.fbxParent:
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# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
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m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
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m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
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else:
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# Yes! this is it... - but dosnt work when the mesh is a.
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m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
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m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
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#m = mtx4_z90 * my_bone.restMatrix
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matstr = mat4x4str(m)
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@ -2812,7 +2812,7 @@ Takes: {''')
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# Set the action active
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for my_bone in ob_arms:
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if blenAction in my_bone.blenActionList:
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ob.action = blenAction
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ob.animation_data.action = blenAction
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# print '\t\tSetting Action!', blenAction
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# scene.update(1)
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@ -2969,7 +2969,7 @@ Takes: {''')
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# end action loop. set original actions
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# do this after every loop incase actions effect eachother.
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for my_bone in ob_arms:
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my_bone.blenObject.action = my_bone.blenAction
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my_bone.blenObject.animation_data.action = my_bone.blenAction
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file.write('\n}')
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@ -3150,9 +3150,9 @@ def fbx_ui_write(filename, context):
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# Make the matrix
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GLOBAL_MATRIX = mtx4_identity
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GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val
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if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
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if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
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if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
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if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
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if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
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if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
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ret = write(\
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filename, None,\
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@ -3403,9 +3403,9 @@ class ExportFBX(bpy.types.Operator):
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GLOBAL_MATRIX = mtx4_identity
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GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.properties.TX_SCALE
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if self.properties.TX_XROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
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if self.properties.TX_YROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
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if self.properties.TX_ZROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
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if self.properties.TX_XROT90: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
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if self.properties.TX_YROT90: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
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if self.properties.TX_ZROT90: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
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write(self.properties.path,
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None, # XXX
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